5e Subclasses

by TK

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Infis Custom Subclasses

Introduction

This document presents a personal revision of classes and its respective subclasses after years of 5e playing, mostly focused on shortcomings or lack of representation of player's requested fantasies, pertaining the aforementioned classes and subclasses.

Artificer

Class Features

Hit Points


  • Hit Dice: 1d8 per artificer level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies

You are proficient with the following items, in addition to any proficiencies provided by your race or background.


  • Armor: Light Armor, Medium Armor, shields
  • Weapons: Simple Weapons
  • Tools: Thieves' tools, Tinker's tools, one type of artisan's tools of your choice
  • Skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.
  • Saving Throws: Constitution, Intelligence

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Firearm Proficiency

The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.

Equipment

You start with the following items, plus anything provided by your background.

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts or (c) a 1 handed firearm and 20 ammo (if permitted by setting)
  • (a) studded leather armor or (b) scale mail
  • thieves' tools and a dungeoneer's pack

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

The (Improved) Artificer
Level Prof. Bonus Features Cantrips Known Infusions Known Infused Items 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Firearm Proficiency, Magical Tinkering, Spellcasting 4 4 2 2 - - - - - - - -
2nd +2 Infuse Item 4 4 2 3 - - - - - - - -
3rd +2 Artificer Specialist, The Right Tool for the Job 4 4 2 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 2 4 3 - - - - - - -
5th +3 Artificer Specialist Feature 4 6 3 4 3 2 - - - - - -
6th +3 Tool Expertise 4 6 3 4 3 3 - - - - - -
7th +3 Flash of Genius 4 6 3 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 6 3 4 3 3 2 - - - - -
9th +4 Artificer Specialist Feature 4 8 4 4 3 3 3 1 - - - -
10th +4 Magic Item Adept 4 8 4 4 3 3 3 2 - - - -
11th +4 Spell-Storing Item 4 8 4 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 4 3 4 3 2 3 2 1 - - -
13th +5 - 4 10 5 4 3 3 3 2 1 1 - -
14th +5 Magic Item Savant 4 10 5 4 3 3 3 2 1 1 - -
15th +5 Artificer Specialist Feature 4 10 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 4 10 5 4 3 3 3 2 1 1 1 -
17th +6 - 4 12 6 4 3 3 3 2 1 1 1 1
18th +6 Magic Item Master 4 12 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 12 6 4 3 3 3 3 2 1 1 1
20th +6 Soul of Artifice 4 12 6 4 3 3 3 3 2 2 1 1
Part 1 | Cleric

Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips

At 1st level, you know four cantrips of your choice from the artificer spell list. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

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Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Gunslinger

Guns guns guns.

Gunslinger Spells
Gunslinger Level Spells
1st Spell1, Spell1
3rd Spell1, Spell1
5th Spell1, Spell1
7th Spell1, Spell1
9th Spell1, Spell1

Bonus Proficiency

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

Ranger

Class Features

As a ranger, you gain the following class features.

Hit Points


  • Hit Dice: 1d10 per ranger level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ranger level after 1st

Proficiencies

  • Armor: Light armor, Medium armor, Shields
  • Weapons: Simple weapons, Martial weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose 3 from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

The (Improved) Ranger
Level Features Spell Slots Slot Level Wild Boons
1st Favored Foe, Wild Boons - - 2
2nd Nature Evocations 2 1st 2
3rd Ranger Archetype 2 1st 2
4th Ability Score Improvement 2 2nd 2
5th Extra Attack 2 2nd 3
6th 2 2nd 3
7th Ranger Archetype feature 2 3rd 4
8th Ability Score Improvement 2 3rd 4
9th - 2 3rd 5
10th 2 4th 5
11th Ranger Archetype feature 3 4th 5
12th Ability Score Improvement 3 4th 6
13th 3 5th 6
14th 3 5th 6
15th Ranger Archetype feature 3 5th 7
16th Ability Score Improvement 3 5th 7
17th 4 5th 7
18th - 4 5th 8
19th Ability Score Improvement 4 5th 8
20th 4 5th 8

Favored Foe

During your turn, as a Bonus Action, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute.

Once per turn, whenever you hit your favored enemy or any creature that shares its type (aberrations, beasts...) and deal damage to it, you can add 1d4 damage.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Nature Evocations

Your connection with the wilderness and the druidic magic bestowed on you have given you facility with spells.

Spell Slots

The Ranger table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ranger spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell Animal Friendship, you must spend one of those slots, and you cast it as a 2nd-level spell.

Preparing and Casting Spells

You prepare the list of ranger spells that are available for you to cast, choosing from the ranger spell list. When you do so, choose a number of ranger spells equal to your Wisdom modifier + half your ranger level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are 5th-level Ranger, with a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd-level, in any combination. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ranger spells requires time spent communing with nature and the environment: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ranger spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Wisdom modifier


Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your ranger spells. A druidic focus might be a sprig of mistletoe or holly, a wand or rod made of yew or another special wood, a staff drawn whole from a living tree, or an object incorporating feathers, fur, bones, and teeth from sacred animals.

Wild Boons

In your long strides, deep within the most inhospitable environments, you have unearthed natural leylines, pure connections of primal power and knowledge that imbue you with an abiding magical ability.

At 1st level, you gain two wild boons of your choice. Your boons options are detailed at the end of the class description. When you gain certain ranger levels, you gain additional boons of your choice, as shown in the Wild Boons column of the Ranger table.

Additionally, when you gain a level in this class, you can choose one of the boons you know and replace it with another boon that you could learn at that level.

Ranger Archetype

At 3rd level, you choose an archetype that you strive to emulate from the list of available archetypes. Your choice grants features at 3rd level, and again at 7th, 11th, and 15th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

God Slayer

At 20th level, you can draw on something to cut resistances and immunities = favored enemy + extra damage. Still in development

Wild Boons

If a Wild Boon has prerequisites, you must meet them to learn it. You can learn the boon at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

Tribal Hunter

Prerequisite: You can't take this option if you already have a Fighting Style option or vice and versa.

You gain a +2 bonus to attack rolls you make with ranged weapons.

Spirit Sight

Prerequisite: You can't take this option if you already have a Fighting Style option or vice and versa.

You have blindsight with a range of 20 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Feline Senses

Prerequisite: You can't take this option if you already have a Fighting Style option or vice and versa.

You gain a +1 bonus to AC.

Druidic Rites

Prerequisite: You can't take this option if you already have a Fighting Style option or vice and versa.

You learn two cantrips of your choice from the druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the druid spell list.

Ravaging Slayer

Prerequisite: You can't take this option if you already have a Fighting Style option or vice and versa.

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Skirmisher

Prerequisite: You can't take this option if you already have a Fighting Style option or vice and versa.

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Oakenshield

You can cast Barkskin on yourself at will, without expending a spell slot or material components.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Favored Enemy

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Canny

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice.

Roving

Prerequisite: 6th level

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless

Prerequisite: 10th level

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Primeval Awareness

You can use your action to focus your awareness on the region around you. For 1 minute, you can sense whether the following types of creatures are present within 1 mile of you (or within up to 6 miles if you are in your favored terrain): aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the creatures' location or number.

Land's Stride

Prerequisite: 7th level

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Camouflage

Prerequisite: 5th level

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

I am Bat...man!

Prerequisite: 10th level

You draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Nature Spirit

Prerequisite: 9th level

You can use the Hide action as a bonus action on your turn. Also, you can't be tracked by nonmagical means, unless you choose to leave a trail.

Spring Bounty

Once per Long Rest, after spending 1 hour communing and talking with natural spirits and beasts, the ranger can benefit from a Goodberries spell, without spending a spell slot.

Two Souls

You can use your action to touch a willing beats or fey and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.

Mask of Many Faces

You can cast disguise self at will, without expending a spell slot.

Druidic Rites

Prerequisite: 9th level

You can cast conjure elemental once using a ranger spell slot. You can’t do so again until you finish a long rest.

Visage

You can cast silent image at will, without expending a spell slot or material components.

Cheetah's Leap

Prerequisite: 9th level

You can cast jump on yourself at will, without expending a spell slot or material components.

Hurricane Shots

Prerequisite: Tribal Hunter Boon

When you hit a creature with a ranged weapon attack, you can push the creature up to 10 feet away from you in a straight line.

Legendary Hunter

Prerequisite: 5th level

You can cast Hunter's Mark once using a ranger spell slot. You can’t do so again until you finish a long rest.

Eagle Eyes

Prerequisite: 15th level

You can cast arcane eye at will, without expending a spell slot.

Survivalist or Blue Hood

Picking monster abilities to use at its own. Blue Mage ref

Survivalist Spells
Survivalist Level Spells
1st Spell1, Spell1
3rd Spell1, Spell1
5th Spell1, Spell1
7th Spell1, Spell1
9th Spell1, Spell1

Bonus Proficiency

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

Beastmaster (Might become a druid subclass)

Big Beast go pewpew

Beastmaster Spells
Beastmaster Level Spells
1st Spell1, Spell1
3rd Spell1, Spell1
5th Spell1, Spell1
7th Spell1, Spell1
9th Spell1, Spell1

Bonus Proficiency

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

Feature Feature

Something something

 

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